Sudoku Master Class

Sudoku Master Class
Title Sudoku Master Class PDF eBook
Author Tom Sheldon
Publisher Penguin
Pages 282
Release 2006-09-07
Genre Games & Activities
ISBN 9780452287976

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The perfect gift for any sudoku puzzle master! The author of Sudoku Genius returns with 144 challenging new puzzles and a master class in the very most advanced and elegant solving methods. The logical beauty of Sudoku is laid bare in clear, easy-to-follow lessons that will take you down routes of thought that you might not have encountered before, including: • Swordfish • X-Wing • Double Channeling • Uniqueness Start with a Sudoku 101 refresher course in basic rules and techniques before moving up to methods formerly only whispered about in the halls of the mathematics department. By the end of this book, you will have mastered Sudoku. So what are you waiting for? “Logic has not been this fashionable since the Rubik’s Cube.”—ABCNews.com “The morning brain breakfast for millions.”—USA Today “Feel the rush and become addicted.”—Slate

How to Solve Sudoku Puzzles

How to Solve Sudoku Puzzles
Title How to Solve Sudoku Puzzles PDF eBook
Author Arnold Snyder
Publisher Cardoza Publishing
Pages 215
Release
Genre
ISBN 1580426182

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Master gamesmith, Arnold Snyder, presents a step-by-step approach to attacking Sudoku with simple tips and tricks to help readers solve the puzzles faster! Easy-to-follow move-by-move solution examples help readers identify the key patterns essential to success. Snyder goes beyond the superficial solution approach of other Sudoku titles, showing players never-before-published solutions to conquer the puzzles— using the same approach that has made him a best-seller in the field of gaming. Includes 100 free puzzles from easy to challenging to very dificult so readers can practice their newly learned skills. table { }tr { }col { }br { }td { padding: 0px; color: windowtext; font-size: 10pt; font-weight: 400; font-style: normal; text-decoration: none; font-family: Arial, sans-serif; vertical-align: bottom; border: medium none; white-space: nowrap; }.xl66 { font-family: "Franklin Gothic Book", sans-serif; border: 0.5pt solid windowtext; }

Sudoku Genius

Sudoku Genius
Title Sudoku Genius PDF eBook
Author Tom Sheldon
Publisher Plume Books
Pages 292
Release 2005-12
Genre Games & Activities
ISBN 9780452287501

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Welcome to the 9 Circles of Sudoku Hell! From Merciless to Maddening to Murderous, this is a book to challenge even the most seasoned Sudokuist. By the end of this book, you'll be a Sudoku Genius. With 144 puzzles (and solutions) and an advanced strategies master class from puzzle expert Tom Sheldon, Sudoku Genius includes logical strategies such as: · The Force (and its variant, the Pincer) · Channeling · Completing the Square With these strategies in your arsenal, you'll have everything you need to solve these puzzles--if you dare to take the Genius challenge.

Meet the Dancers

Meet the Dancers
Title Meet the Dancers PDF eBook
Author Amy Nathan
Publisher Henry Holt and Company (BYR)
Pages 299
Release 2008-06-10
Genre Juvenile Nonfiction
ISBN 1429940360

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Lots of kids enjoy dancing, but what motivates them to push past the sore muscles, early-morning technique classes, and crazy schedule required to become a professional dancer? In this book, dancers from many backgrounds talk about their different paths to success in ballet, modern, jazz, Broadway, and hiphop. They also share advice and helpful tips, such as: • practice interpreting the music and the mood of a movement, even when you're doing a standard warm-up exercise • try to be in the front row at auditions so you can see what's going on and so the judges know you're eager to be seen

The Big Sudoku Brain Workout

The Big Sudoku Brain Workout
Title The Big Sudoku Brain Workout PDF eBook
Author Tom Sheldon
Publisher Plume
Pages 258
Release 2006-04
Genre Games & Activities
ISBN 9780452287907

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The Ruby Programming Language

The Ruby Programming Language
Title The Ruby Programming Language PDF eBook
Author David Flanagan
Publisher "O'Reilly Media, Inc."
Pages 450
Release 2008-01-25
Genre Computers
ISBN 0596554656

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The Ruby Programming Language is the authoritative guide to Ruby and provides comprehensive coverage of versions 1.8 and 1.9 of the language. It was written (and illustrated!) by an all-star team: David Flanagan, bestselling author of programming language "bibles" (including JavaScript: The Definitive Guide and Java in a Nutshell) and committer to the Ruby Subversion repository. Yukihiro "Matz" Matsumoto, creator, designer and lead developer of Ruby and author of Ruby in a Nutshell, which has been expanded and revised to become this book. why the lucky stiff, artist and Ruby programmer extraordinaire. This book begins with a quick-start tutorial to the language, and then explains the language in detail from the bottom up: from lexical and syntactic structure to datatypes to expressions and statements and on through methods, blocks, lambdas, closures, classes and modules. The book also includes a long and thorough introduction to the rich API of the Ruby platform, demonstrating -- with heavily-commented example code -- Ruby's facilities for text processing, numeric manipulation, collections, input/output, networking, and concurrency. An entire chapter is devoted to Ruby's metaprogramming capabilities. The Ruby Programming Language documents the Ruby language definitively but without the formality of a language specification. It is written for experienced programmers who are new to Ruby, and for current Ruby programmers who want to challenge their understanding and increase their mastery of the language.

Using Computers Games across the Curriculum

Using Computers Games across the Curriculum
Title Using Computers Games across the Curriculum PDF eBook
Author Karen Anderson
Publisher Bloomsbury Publishing
Pages 114
Release 2013-05-30
Genre Education
ISBN 1441136193

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Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.